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What do you look for in a browser game, in Neopets and others? What keeps you coming back?


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#51 Boggart

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Posted 11 December 2013 - 11:41 AM

Also @Boggart, make sure to encourage teamplay, and maybe add some randomness in the encounters as well. (i.e something can "unexpectedly" pop out).

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    #52 Sweeney

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    Posted 11 December 2013 - 12:02 PM

    1/11 isn't an exact number, just seemed about right:
     
    -Runescape
    -FusionFall (deceased August 29th, RIP)
    -WoW (I think)
    -Firefall (old leveling system, was scrapped due to people wanting more of a horizontal progression system)
     
    My interest is actually really piqued now. Looking forward to seeing what you bring out, be sure to keep me updated ^_^


    I'm only familiar with WoW, and that system definitely isn't proportional to level cap, as the cut-off hasn't changed with the release of expansions. Although the argument could be made that it was originally proportional, and wasn't changed because it worked as intended.
    I think I'm happy with 10 levels in theory, but like I said, subject to change.

    And don't get your hopes up too high. If it's anything like my previous projects, it'll be abandoned about 70% of the way through :p

    #53 Sweeney

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    Posted 13 December 2013 - 09:12 AM


    A first look at the basic crafting system:

    288bayh.png

    *dramatic gasps*

    #54 pyke

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    Posted 13 December 2013 - 11:27 AM

    A first look at the basic crafting system:

    288bayh.png

    *dramatic gasps*

    Would the crafting system have templates already laid out, or are you thinking a system where people try random combos to discover materials is best?



    #55 L33T

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    Posted 13 December 2013 - 11:34 AM

    A first look at the basic crafting system:288bayh.png*dramatic gasps*


    This is looking good. So is it a survival type game? Also yeah^, my personal preference would be templates already there. That's just me, it's your game, obviously.

    #56 Sweeney

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    Posted 13 December 2013 - 11:36 AM

    Would the crafting system have templates already laid out, or are you thinking a system where people try random combos to discover materials is best?


    Both, essentially. The idea is that there will be a bunch of default "plans", restricted by level. There will be more unlocked through crafting other things, from discovering items in dungeons and purchased from shops. There will also be a few "plans" that will not actually exist, as such, but they will still be craftable.

    Attempting to craft something that you have not got the "plans" for will carry a risk of failure proportional to the difference in level between the user and the "plan". This chance will be quite high. Crafting items that you have not unlocked will also take longer, again proportional to the level difference.

    Sound ok? :p

    This is looking good. So is it a survival type game?


    Nope. There will be no risk to your character unless actively participating in a dungeon. I may also add random events, but these will not be too dangerous.

    #57 Sweeney

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    Posted 17 December 2013 - 05:32 AM

    Update: I have done nothing since adding the crafting system :D

    #58 Dan

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    Posted 17 December 2013 - 05:33 AM

    Update: I have done nothing since adding the crafting system :D

     

    Why, that doesn't sound like an update at all!  :angry



    #59 L33T

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    Posted 17 December 2013 - 05:34 AM

    Update: I have done nothing since adding the crafting system :D


    Excellent

    #60 Sweeney

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    Posted 18 December 2013 - 11:28 AM

    Ok, actual update this time.
    I spent last night and most of this morning building a complete modular shop system, with random restocks. It also prevents users refreshing to buy multiple items without going through the shop interface. It automatically generates a random selection of items for each restock, as well as assigning a price based on item rarity. Each restock gets more likely as the shop empties, or stays stagnant for an increasing amount of time. Each restock has a small chance to completely empty the shop, which increases with time and decreases as the shop empties. Each restock should, once the item database is a little more populated, make a good selection of rarities appear.

    I also included a timer to show the last time the page restocked.

    Edit: Testing, had the timers waaaaaaaay too high xD Like, 60 times higher than intended.

    #61 Sweeney

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    Posted 19 December 2013 - 05:35 PM

    Update: Small thing today, since I was out and about doing things. Added error handling to trying to view game pages while logged out, and trying to view login/register pages while logged in :p

     

    (I've started to use this thread as a basic dev record... Hope no one minds xD)



    #62 HappyAccident

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    Posted 19 December 2013 - 05:54 PM

    This looks interesting. I believe the crafting system is similar to what Minecraft has? Where you combine different items/materials in a  4x4 box (?) and then it outputs next to it. 

     

    I believe that is from Minecraft lol but anyways, looks good so far Sweeney. ;)

     

    Edit: Oh never mind, I believe it's slightly different after re-reading the thread. Still a suggestion I suppose. :p


    Edited by HappyAccident, 19 December 2013 - 05:55 PM.


    #63 Sweeney

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    Posted 19 December 2013 - 06:02 PM

    This looks interesting. I believe the crafting system is similar to what Minecraft has? Where you combine different items/materials in a  4x4 box (?) and then it outputs next to it. 
     
    I believe that is from Minecraft lol but anyways, looks good so far Sweeney. ;)
     
    Edit: Oh never mind, I believe it's slightly different after re-reading the thread. Still a suggestion I suppose. :p


    Yeah, it's different to Minecraft. I couldn't do that kind of live-updating interface without either Ajax or client-side scripting. I'm trying to avoid client-side anything, because I don't want it to be exploitable - even things like graphical rendering will be done with divs on the server. And I have no idea how to use Ajax... I'm already learning mysqli, and relearning the parts of php that I've forgotten, so adding Ajax to that is a bit of a stretch :p

    #64 HappyAccident

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    Posted 19 December 2013 - 08:05 PM

    Yeah, it's different to Minecraft. I couldn't do that kind of live-updating interface without either Ajax or client-side scripting. I'm trying to avoid client-side anything, because I don't want it to be exploitable - even things like graphical rendering will be done with divs on the server. And I have no idea how to use Ajax... I'm already learning mysqli, and relearning the parts of php that I've forgotten, so adding Ajax to that is a bit of a stretch :p

    Ah I see, well good luck anyways! :)



    #65 Sweeney

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    Posted 20 December 2013 - 09:50 AM

    A wild map appears!

    (lolbasicgfx)

    r7kakw.jpg

    #66 Pennance

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    Posted 20 December 2013 - 09:52 AM

    would you guys like to play my favorite game



    #67 L33T

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    Posted 20 December 2013 - 09:52 AM

    10/10 map, would use while lost in forest.



    #68 Sweeney

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    Posted 05 March 2014 - 08:58 PM

    About to revive this project.

    Cristen and I have completely remastered the stats system for players and enemies, boiling it all down to two primary stats that increase with level (toughness and deftness), and three secondary stats that are trainable to a total of double your level (moxie, mobility and vitality). These combine to create a total of seven combat stats that are not directly alterable: HP, Defense, Avoidability, Melee Accuracy, Melee Damage, Ranged Accuracy and Ranged Damage.

    I will be rewriting the combat system to make use of this new system, as well as figuring out how to implement a weapon/magic system to go along with it.

    #69 Strategist

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    Posted 05 March 2014 - 09:05 PM

    Ohhh cannot wait to see how it goes! I would love to try it out once you need any testing done ;)



    #70 Sweeney

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    Posted 06 March 2014 - 11:19 AM

    Ohhh cannot wait to see how it goes! I would love to try it out once you need any testing done ;)


    It's just hosted on my laptop right now :p I think it'll be a long time before it goes anywhere else.

    In update time, I refitted the entire combat system with the new stats. I also redesigned the dungeon system to need way fewer tables (from one per dungeon to... one. Total).
    I also finally got around to adding the option to discard to the item management page :p
    785be9a24c4e320594675232d58ba7fe.png

    #71 Haliax

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    Posted 06 March 2014 - 01:44 PM

    I've got a fever, and the only prescription, is more wood log.


    Edited by Haliax, 06 March 2014 - 01:45 PM.


    #72 Sweeney

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    Posted 06 March 2014 - 03:10 PM

    I've got a fever, and the only prescription, is more wood log.


    Understandable. I'm hoping I can get Cristen to help me add a buttload more items tonight :)

    #73 Nymh

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    Posted 06 March 2014 - 03:24 PM

    I've got a fever, and the only prescription, is more wood log.

     

    :lol:

     

    @Sweeney - sounds like the makings of a fun evening :p



    #74 Sweeney

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    Posted 06 March 2014 - 08:02 PM

    :lol:
     
    @Sweeney - sounds like the makings of a fun evening :p


    I'd better make an ACP page to do just that, then xD Or we could collaborate and I'll add them to the database manually...
    c7d1999e6bec2798addd124a285c4092.png

     
    cafd9604b86fcd090888212d31d11b6e.png

    #75 Sweeney

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    Posted 08 March 2014 - 11:59 AM

    Super-secret sneaky preview of the next dungeon:
    photo.jpg


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